- resolution of the main collision problems (staying trapped in corners, etc...) by revision of the BSP trace algorithm.

- Implementation of a scenery management system : now we can add, remove or load pieces of scenery from scripts in the map. I improved too the PVS system, which avoids now some bugs.

- I noticed that my insertion of convex brushes in a BSP tree algorithms were totally bugged !! That's why enemies behaviors were sometimes weird. Too many brushes were added, so I made routines that remove the unnecessary brushes. Now collisions are faster and more precise .

I also made a new piece of scenery, the most courageous of you can see it, and also hear a new end music version, by my brother himself ^^ !!

In fact, the light effects are simply lightmaps, which I don't generate myself but by using the little soft FSRad (I lost the download link ). This awesome soft makes pretty realistic textures by managing radiosity, etc... I recommend it .

Hey, thanks for the map ! But i'm sorry i didn't understand your question (yes, i'm a mushroom in english!) . Did you ask me what i'm modeling in the level ? In that case, it's a "sort of castle" .

Otherwise, for me this week, intensive modeling ! The level scenery is almost finshed (but as usual, I'm not totally satisfied...), and the next demo will be released probably in a week, time to "populate" the level .

And here are the usual screenshots , showing the try to have a more "survival" ambiance :

a few news : the level 3 modeling begun since a long time but is blocked by some limitations of my modeler (Milkshape3D). Now I have no choice : Blender or nothing ! That won't be easy...

Despite that, I updated the demo with 2 little news : a bug fix on the musics (precisely their stopping), and the addition of a new soundtrack (replacing the techno one), very "djent metal", directly from "my brother studios" !

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